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      <td id="HEADLINE" valign="bottom" width="100%"><b>Documentation:
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      <td id="HEADLINE" valign="bottom" width="100%"><b>The FXApp Class
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<ul>
  <p>The application object manages the message queue, timers, chores,
signal handling, GUI updating, and other system facilities. Each FOX
application will have exactly one application instance. Every FOX
application will start by constructing one FXApp object prior to
building the GUI.&nbsp; Usually, the FXApp object is the last object to
be deleted as well.</p>
  <p>Using the code below, the application object will be constructed
on the stack and hence is automatically destroyed when the program
terminates.&nbsp; Also, when the application object is destroyed, all
the windows and other resources it knows about are destroyed as well.</p>
  <pre>int main(int argc,char *argv[]){<br><br>  // Make application<br>  FXApp application("ApplicationName","VendorName");<br><br><br>  // Open display<br>  application.init(argc,argv);<br><br><br>  // Make window<br>  MainWindow* mainwindow=new MainWindow(&amp;application);<br><br><br>  // Create it<br>  application.create();<br><br><br>  // Show Window<br>  mainwindow-&gt;show();<br><br><br>  // Run<br>  return application.run();<br>  }<br></pre>
  <p>In the first line of code above, an application object is
constructed.&nbsp; The constructor has two parameters, the application
name, and the vendor name.&nbsp; The application name and vendor name
are used to determine the application's <a href="registry.html">registry</a>
settings.</p>
  <p>The next line of code initializes the application object, passing
in the command line arguments of the process.&nbsp; The application
object parses its own arguments and removes them, but leaves the
remaining arguments alone, to be interpreted by your own code.<br>
  </p>
  <p>The next line creates a toplevel window, passing in a pointer to
the application object.</p>
  <p>The call to the application object's create() function realizes
the entire widget tree, i.e. creates the necessary resources in the
system (X Server or Windows GDI), to turn what was up till that point a
collection of C++ data structures into a real-life application which is
able to receive events and draw on the screen.</p>
  <p>The final call to run() starts the toplevel event loop. A typical
application will not return from this loop until the user closes the
application.</p>
</ul>
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<p>
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      <td id="HEADLINE" valign="bottom" width="100%"><b>Event Loops
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<ul>
  <p>Most GUI applications have something called an <b>event loop</b>
or <b>message loop</b>.&nbsp; Unlike batch-oriented programs which
read a datafile, perform some processing, and then produce an output
file, a GUI driven application spends almost all its time in an event
loop, waiting for user input, determining where that input came from,
and then dispatching it to the proper function to perform some
processing. Unlike batch oriented programs, these functions are
typically very short, and mostly take only very little time to execute,
and so the user is in complete control of the application most of the
time. The events a GUI program processes can be of different types:</p>
  <ul>
    <li>Keyboard input;</li>
    <li>Mouse movements;</li>
    <li>Mouse buttons;</li>
    <li>Inputs from other sources (e.g. network sockets, timers,
signals, and so on);</li>
    <li>Changes in selection and clipboard ownership;</li>
    <li>Drag and drop events;</li>
    <li>Window repaint events;</li>
    <li>And other things which can happen to a window.</li>
  </ul>
  <p>The application object is solely responsible for coordinating all
these events and dispatching them to the proper destination where they
are handled.</p>
  <p>FXApp performs delayed repaints on windows; it delays issuing the
repainting of windows until all other events have been performed.&nbsp;
The theory behind this is that most events are not as time-consuming as
redrawing, and also that many events cause more things to be redrawn so
if we were to draw as soon as possible it might be invain.&nbsp; Also
FXApp combines repaint rectangles so as to minimize the video card
hardware setup and tear down time relative to the number of pixels
drawn.</p>
</ul>
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      <td id="HEADLINE" valign="bottom" width="100%"><b>Event Queues
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<ul>
  <p>Certain devices, such as a moving mouse, can generate events
faster than some programs can process them.&nbsp; To prevent losing
events, events are commonly queued up, so programs can catch up as fast
as they can. Likewise, the drawing commands a GUI program generates as
its trying to draw buttons and other controls on the screen are also
queued up, so that the X server (or GDI on Windows) can take its time
to catch up.</p>
  <p>Finally, the X Server has its own event queue and drawing queue,
making for a total of <b>four queues</b>.&nbsp; All these queues allow
for much faster performance of applications, as bigger chunks of data
can be transmitted between the application and the X server, and fewer
context switches of video card and cpu hardware are needed.</p>
  <p>From the point of programming in FOX, the existence of these
queues is for the most part hidden, but in a few cases some special
functions are available that you may need to call:</p>
  <ul>
    <b><u>FXApp::flush(sync)</u></b>
    <p>This function flushes the output queue, i.e. the commands which
have been already performed are pushed to the X Server, where they are
executed. If we want to make sure that the display shows the correct
picture, however, just pushing the commands to the X Server is not
enough! Sometimes we need to make sure that these commands have been
executed before we continue! <br>
Thus, when passing TRUE to<span style="font-weight: bold;"> flush(),</span>
the X Server is forced to execute the commands queued up in the drawing
queue prior to returning control to the caller.<br>
    </p>
  </ul>
  <p>Sometimes, we want to check if there are any events,
but continue to do some processing if no events are available.&nbsp;
Under
normal circumstances, returning to the event loop will cause our
process
to block until there are events; but if there is stuff we may want to
do,
this is of course not desirable.&nbsp; We have just the right solution
for this problem:</p>
  <ul>
    <b><u>FXApp::peekEvent()</u></b>
    <p>This function will return TRUE if there are any events ready to
process, and FALSE if there are none.&nbsp; The peekEvent() function
can be used when we are doing a long calculation and we want to check
if the user has hit the STOP button.</p>
  </ul>
</ul>
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<p>
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      <td id="HEADLINE" valign="bottom" width="100%"><b>Types of Event
Loops
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<ul>
  <p>There are several types of event loops supported, each of them is
appropriate for certain situations.&nbsp; Most commonly, application
developers will however only call: </p>
  <ul>
    <b><u>FXApp::run()</u></b>
    <p>This is the <i>top level </i>event loop, and it will only
terminate when the application is ready to call it quits. When <b>run()
    </b>finally returns, its return value is the exit value passed to <b>stop()</b>
earlier.</p>
    <b><u>FXApp::stop(code)</u></b>
    <p>This function terminates the top level event loop, but also
terminates all nested event loops which have been directly or
indirectly invoked from this top level loop.&nbsp; Each nested loop is
terminated with a code of <b><i>zero (0),</i></b> but the top level
event loop is terminated with the given <b><i>code</i></b>.</p>
    <b><u>FXApp::runOneEvent()</u></b>
    <p>As the name implies, this function reads and then processes <b><i>one
    </i></b>single event, and then returns.&nbsp; It is primarily
interesting to use in combination with <b>peekEvent(),</b> as <b>peekEvent()
    </b>returns TRUE if there is <i>at least one </i>event ready to
be processed. <br>
If there is no event ready, <b>runOneEvent()</b> will block until
there is at least one event.</p>
    <b><u>FXApp::runWhileEvents()</u></b>
    <p>This function processes events while events are available.&nbsp;
This function is useful if you are running a long calculation, and want
to temporarily dip into the event stream to process some event, for
example to redraw damaged windows and so on.</p>
    <p><b><u>FXApp::runUntil(condition)</u></b><br>
    </p>
    <p>This function processes events until the variable <b>condition</b>,
which is passed as a reference, becomes non-zero.</p>
  </ul>
</ul>
<ul>
  <ul>
    <p><br>
    </p>
  </ul>
  <p><b><i>Modal dialogs</i></b> are dialog panels which block
interaction with the rest of the application until they are
completed.&nbsp; For example, while trying to open a file, the
application is unable to interact in other way with the user until some
file is selected and loaded in. In FOX, the <i>only</i> difference
between normal dialogs and modal dialogs is <i>how</i> they are run:-
modal dialogs are run by calling:</p>
  <ul>
    <b><u>FXApp::runModalFor(window)</u></b>
    <p>This function runs a <i>nested or recursive invocation</i> of
the event loop, i.e. it re-enters an event loop and processes events
for a while, and returns only when <span style="font-weight: bold;">stopModal()
    </span>or <span style="font-weight: bold;">stop()</span> is
called. As long as <span style="font-weight: bold;">runModalFor() </span>is
running, user-input events to all other windows, except for given <span
 style="font-weight: bold;">window</span> and the windows owned by it,
are being blocked. No user-interaction with other windows is possible
until <span style="font-weight: bold;">runModalFor(</span>) returns,
but other windows are allowed to process other events like redrawing
and resizing. <br>
When it returns, it returns the value passed to the <span
 style="font-weight: bold;">stopModal()</span> function, or 0 if <span
 style="font-weight: bold;">stop()</span> is called to terminate the
application.</p>
    <p>However, it is quite possible, and in fact common, that one
modal dialog invokes another.&nbsp; In that case, only the most
recently invoked dialog can be interacted with.</p>
    <b><u>FXApp::runModalWhileShown(window)</u></b>
    <p>The function<b> runModalWhileShown()</b> runs until either <b>stopModal()</b>
or <span style="font-weight: bold;">stop()</span> is called or the
specified window becomes hidden. This is of interest when running popup
menus or other temporary windows. If the window parameter is NULL, all
input is blocked; otherwise the input to all windows except the given
window (and all windows owned by the window) are blocked.<br>
    </p>
    <b><u>FXApp::stopModal(window,code)</u></b>
    <p>Calling stopModal() causes the modal event loop with the
matching window to terminate with code.&nbsp; However, stopModal() also
causes all modal event loops which are nested more deeply to terminate
with code <b><i>zero (0).<br>
    </i></b><b><u><br>
FXApp::stopModal(code)</u></b><br>
Calling stopModal() causes the innermost modal event loop with the
matching window to terminate with code.&nbsp; This is the most common
method to terminate model loops.<b><i><br>
    </i></b></p>
  </ul>
</ul>
<ul>
  <ul>
    <b><u>FXApp::isModal(window)</u></b>
    <p>This function returns TRUE if a modal loop is in effect for the
given window.</p>
  </ul>
  <p>Modal dialogs are always run with runModalFor(). Because it is so
common to construct a dialog on the stack, run it modally, and then
process the inputs thus obtained, there is a convenience member
function <b>FXDialogBox::execute() </b>which calls <b>create(),</b> <b>show(),</b>
and then <b>runModalFor() </b>in turn. The FXDialogBox also
understands several messages, for example ID_ACCEPT, ID_CANCEL, and
SEL_CLOSE which call stopModal() returning a code 1, 0, and 0
respectively. <br>
The return <b><i>code </i></b>of zero from <b>FXDialogBox::execute()</b>
indicates that the dialog window was closed or cancelled.&nbsp; An
application should typically not perform any action when a dialog is
closed.<br>
  <br>
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<table cellpadding="0" cellspacing="2" width="100%">
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      <td id="HEADLINE" valign="bottom" width="100%"><b>Global
Application Mutex <br>
      <img src="art/line.gif" height="1" width="100%"></b></td>
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When programming with multiple threads of control, one single thread
(the Main Thread) is responsible for the User Interface, while other
threads are Worker Threads churning in the background.&nbsp;
Occasionally, the Worker Threads need to interact with the Main Thread.<br>
This is accomplished by means of the global application mutex.<br>
<br>
When the display is opened, the Main Thread acquires the global
application Mutex. It continues to hold this Mutex while it is
processing events, until the Main Thread is about to enter a blocking
state.&nbsp; <br>
<br>
Just before entering the blocking state, the Main Thread releases the
global application Mutex.&nbsp; Worker Threads are then free to acquire
the<br>
global Mutex and then play around with data structures safely.&nbsp; As
soon as an event comes in, the Main Thread wakes up and immediately
reacquires the global application Mutex.<br>
Thus, basically every message or callback in the system is performed
while the global Mutex is held by the Main Thread.&nbsp; This ensures
that no Worker Thread is simultaneously modifying some data structure
when the Main Thread is also.<br>
<br>
The Main Thread continues to hold the global Mutex until display is
closed.<br>
<br>
The global Mutex may be obtained by reference with the function:<br>
<ul>
  <b><u>FXApp::mutex()</u></b>
  <p>This function returns a reference to the global Mutex.</p>
</ul>
Having the Mutex returned as a reference allows it to be passed
directly into the FXMutexLock convenience class, which performs Mutex
locking and unlocking by means of constructor and destructor.<br>
<br>
<ul>
  <p><br>
  </p>
</ul>
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      <td id="HEADLINE" valign="bottom" width="100%"><b>GUI Updating
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      <img src="art/line.gif" height="1" width="100%"></b></td>
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<ul>
  <p>The event loop ordinarily enters a blocking system call when no
events are available.&nbsp; However, if any windows have been marked as
damaged, the system will peform repaint events that have been queued up
to this point.<br>
When no more events call for attention, and all windows have been
redrawn properly, there is still just a bit more to do before entering
the blocking state, and that is the <span style="font-weight: bold;">GUI-Update.<br>
  <br>
  </span>The GUI-Update phase is entered just prior to blocking the
user-interface.&nbsp; Since there is nothing else the application would
be doing (after all, it is about to block for new events!), FOX takes
advantage of this quiet time to iterate through all widgets in the
widget tree and issue a SEL_UPDATE message to that widget's target.<br>
The receiver of the SEL_UPDATE message typically inspects the state of
the application, and decides whether the sending widget should be
update to properly reflect that state.</p>
  <p>For example, a <span style="font-weight: bold;">Save</span>
Button may be <span style="font-style: italic;">grayed out </span>when
the user has not yet made any modification to a document. You can also
change the values of certain controls such as Sliders, Text Fields,
Check Buttons, Color Wells, and so on.<br>
The result of this procedure is that a short time after processing a
burst of events, the User Interface of your application automatically
updates to reflect the state of the application.<br>
  </p>
  <p>The application determines whether a GUI-Update pass is warranted
based on the return value of messages it sends.&nbsp; If messages are
sent but aren't handled by a widget or by your application code, it
doesn't need to perform an update pass.&nbsp; On the other hand, if
there is reason to believe a message has been handled, the application
automatically calls <span style="font-weight: bold;">refresh()</span>
to schedule a future GUI-Update pass.<br>
  </p>
  <p>The GUI-Update pass is performed in a cyclical fashion, that is to
say, each widget gets updated roughly equally often.<br>
  </p>
  <p>In a few cases, it is nice to be able to forcibly schedule a
GUI-Update pass; for example, just before entering a modal dialog;
because the callback handler invoking the dialog does not return until
the dialog is done, an explict call to <span style="font-weight: bold;">refresh()</span>
may be needed to ensure that the controls in the dialog are properly
updated when the dialog is displayed. In this case you can call <span
 style="font-weight: bold;">refresh()</span> explicitly from the
application code.<br>
  </p>
  <ul>
    <p><b><u>FXApp::refresh()</u></b><br>
    </p>
    <p>This function reschedules another GUI update to be performed in
the future.</p>
  </ul>
</ul>
<ul>
  <p>At other times, it may be necessary to ensure that the GUI-Update
pass is performed immediately; this ensures that all the controls in
the application have been updated to their current state.&nbsp; Since
this involves having a SEL_UPDATE sent from each widget, it is of
course rather expensive.&nbsp; Fortunately, it is not often necessary
to do this:<br>
  </p>
  <ul>
    <b><u>FXApp::forceRefresh()</u></b>
    <p>Calling this function will cause an immediate GUI update pass to
be performed.&nbsp; Unlike the normal GUI update, which takes place
unobstrusively one and a time, prior to blocking, forceRefresh() will
not return until all windows have been refreshed. It is therefore quite
expensive, and should be used only when strictly necessary.</p>
  </ul>
  <p>The GUI update has no impact on the perceived speed of an
application because between each pair of GUI updates performed, a check
for events is performed.</p>
</ul>
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<p>
<table cellpadding="0" cellspacing="2" width="100%">
  <tbody>
    <tr>
      <td id="HEADLINE" valign="bottom" width="100%"><b>Visuals
      <br>
      <img src="art/line.gif" height="1" width="100%"></b></td>
    </tr>
  </tbody>
</table>
</p>
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<ul>
  <p>An FXVisual is a description of the pixel organization on the
display. For example, some high-quality graphics cards can do 24 bits
per pixel; other graphics cards may be limited to 16, 15 bits per
pixel, or even just 8 bits/pixel.&nbsp; FOX programs can even work on 4
bit/pixel (VGA mode) and 1 bit/pixel (monochrome), although it wouldn't
be as much fun!</p>
  <p>Besides depth (number of bits/pixel), there are also other
characteristics which come into play describing the pixel organization,
such as colormaps, and wether or not a colormap can be written or not,
and the byte and bit organization.</p>
  <p>Colormaps are commonly used on 8-bit/pixel systems.&nbsp; Most
hardware only supports one hardware colormap, and this must be shared
among all programs on the display.&nbsp; Because legacy toolkits such
as Motif do not deal with full colormaps very gracefully, FOX
applications deliberately do not try to grab all 256 colors from the
colormap, but only 125 colors.&nbsp; Images and Icons are dithered to
get the best possible rendering given the number of colors available.</p>
  <p>You can improve the look of your program quite easily, however, as
the maximum number of colors which the default visual tries to allocate
can be easily changed using a command line argyment; for example,&nbsp;
  <b>"myapp&nbsp; -maxcolors 256"</b> will start myapp in such a way as
to attempt to acquire all 256 colors from the colormap.</p>
  <p>Because other programs may already be running, the desired gamut
of colors may not be available.&nbsp; If the exact color can not be
obtained, FOX will try to find the <i>closest color </i>available and
use that.</p>
  <p>Normally, the FXVisual a window uses is copied from its
parent.&nbsp; You can change this visual for each window, or you can
call:</p>
  <ul>
    <b><u>FXApp::setDefaultVisual(visual)</u></b>
    <p>This function will change the default visual to be used for all
toplevel windows; the child-windows will simply inherit the visual from
their parent.</p>
  </ul>
  <p>Alternatively, the maximum number of colors can also be set via
the registry, using the <b>maxcolors</b> key under <b>[SETTINGS] </b>any
number less than or equal to 256 colors may be specified, FXVisual will
determine the best gamut to pick from the allowable number of colors.</p>
</ul>
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<p>
<table cellpadding="0" cellspacing="2" width="100%">
  <tbody>
    <tr>
      <td id="HEADLINE" valign="bottom" width="100%"><b>Wait Cursors
      <br>
      <img src="art/line.gif" height="1" width="100%"></b></td>
    </tr>
  </tbody>
</table>
</p>
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<ul>
  <p>Sometimes, an application needs to undertake a long task, such as
e.g. loading a big file.&nbsp; In such cases, it is good form to
present the user with some feedback to indicate that the application
may be temporarily unresponsive.&nbsp; Common ways to do this are
progress bars and changing the cursor shape to a stopwatch, or
hourglass, or something like that.FXApp supports this by means of the
following functions:</p>
  <ul>
    <b><u>FXApp::beginWaitCursor()</u></b>
    <p>This will change the cursor shape for all windows to the
stopwatch cursor, or the cursor designated by <b>setWaitCursor().&nbsp;
    </b>Calls to <b>beginWaitCursor() </b>and <b>endWaitCursor() </b>can
be nested in a stack-like fashion, with only the first call to <b>beginWaitCursor()
    </b>and last call to <b>endWaitCursor() </b>actually changing the
cursor shape.</p>
    <b><u>FXApp::endWaitCursor()</u></b>
    <p>A matching call to <b>endWaitCursor() </b>will restore the
original cursor for each window.</p>
    <b><u>FXApp::setWaitCursor(cursor)</u></b>
    <p>This will change the cursor shape used in during a
beginWaitCursor() endWaitCursor() pair.</p>
    <b><u>FXApp::getWaitCursor()</u></b><b><u></u></b>
    <p>This returns the current FXCursor being used as hourglass or
stopwatch cursor.</p>
  </ul>
  <p>The beginWaitCursor() and endWaitCursor() calls can be nested
pairwise, so that a functions which bracket a long calculation by means
of a beginWaitCursor/endWaitCursor pair can call upon each other.</p>
</ul>
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<p>
<table cellpadding="0" cellspacing="2" width="100%">
  <tbody>
    <tr>
      <td id="HEADLINE" valign="bottom" width="100%"><b>Drag Types
      <br>
      <img src="art/line.gif" height="1" width="100%"></b></td>
    </tr>
  </tbody>
</table>
</p>
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<ul>
  <p>Exchanging data via the Primary Selection, the Clipboard, or by
means of Drag and Drop requires that all applications agree with the
type of data being exchanged.<br>
This is done by registering a <b>Drag Type</b>. In most cases, the
name being registered should be a mime-type, such as <b>"text/plain"</b>
or <b>"image/gif"</b>.</p>
  <p>Manipulating drag types is done with the following API's:</p>
  <ul>
    <b><u>FXApp::registerDragType(name)</u></b>
    <p>This will register a new drag type based on the mime type name.</p>
    <b><u>FXApp::getDragTypeName(dragtype)</u></b>
    <p>Obtain the name of a previously registered drag type.<br>
    </p>
  </ul>
</ul>
<p style="margin-left: 40px;">The drag types must be mime types as
defined in the XDND standard.<br>
</p>
<b><u><br>
</u></b>
<ul>
  <ul>
    <p><br>
    </p>
  </ul>
</ul>
<!--- COPYRIGHT -->
<p>
<table cellpadding="0" cellspacing="0" width="100%">
  <tbody>
    <tr>
      <td id="HEADLINE" align="right" valign="top" width="100%"><img
 src="art/line.gif" height="1" width="100%"><font size="-1">
Copyright &copy; 1997-2005 Jeroen van der Zijp</font>
      </td>
    </tr>
  </tbody>
</table>
</p>
<!--- COPYRIGHT -->
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